Dirty_Old_Grand_PA Posted November 21, 2016 Share Posted November 21, 2016 I am currently practicing with my club for Adept a con, and we are trying to figure out what would be a good counter to Kunnin rukk for chaos besides trying for double turn. Any suggestions? Only thing I found is trying to snipe the hero turn one , with warplocks or Sayl. Link to comment Share on other sites More sharing options...
Arkiham Posted November 21, 2016 Share Posted November 21, 2016 Nurgle battalion. the catapults from pestilens, you'd probably want the battalion again and Battle shock the unit turn 1. Couple of hellcannons, None of those options are particularly cost efficient. but most have use outside of kunnin ruk. Link to comment Share on other sites More sharing options...
AllanBallan Posted November 21, 2016 Share Posted November 21, 2016 Im doing a army that i think would handle kunnin rukk well. What I am doing is: Glottkin Epidemius 2x Nurgle Demon princes 30x Plaguebearers 2x10 Marauders of nurgle 3x Plague Drones 2x Plagueclaw catapults Plaguebearers will hold against any shooting, and with glottkin buffs (+1 wound, +1 save, +1 attack) they are somewhat a immovable object. Catapults will shred any large blocks and give whole army buffs from epidemius. Anyone see any problems please point them out before i embarrass myself Regards /AB Link to comment Share on other sites More sharing options...
Maddok Posted November 21, 2016 Share Posted November 21, 2016 I think you're on the right page- Plague Claws are the ultimate counter to the Kunnin Rukk. With 2-3 Plague Claws you should be able to wipe out roughly 1 big unit per turn. Combine that with a press from your infantry and you should be ok. Just make sure to run up that first turn to force some hard target priority choices mid game. A non Nurgle counter is the Gaunt Summoner on Foot + a balewind vortex. Pick a unit within 36, every model in range takes a mortal wound on a 4+. Use that to cut big units in half quickly. Combining it with a hellcannon or tunnelers to take care of the key hero's and you should be ok. Just try to get into combat asap to start whittling away the shots back at you. Another counter are clan pestilens in general. Taking so many models that its simply impossible to kill the army could be a counter. Finally, cunning deceiver is huge vs that list. It stops the additional shots and greatly reduces the number of hits they will have turn 1. Combine that with catapults and you're buying your war machines an extra turn to slow the army down. Link to comment Share on other sites More sharing options...
Nico Posted November 21, 2016 Share Posted November 21, 2016 Are you forgetting that they have 2 wounds each - 3 Catapults = 21 wounds - only 10 models dead (assuming all hits, wounds and saves go your way)? Gaunt Summoner is better. Be'Lakor would slow them down. Link to comment Share on other sites More sharing options...
Andreas Posted November 21, 2016 Share Posted November 21, 2016 Maybe some legion of azgorh warmachines to take out the boss and the start grinding the arrowboys down. They also get 3+ save against shooting. Then you have the daemonsmith that have a really good debuff spell against shooting, -2 to hit. Maybe on top of a balewind to get the extra range. An (cheap) option for this could be 2 deathshriekers and daemonsmith for 340pt (or two magma cannons for 40pt extra) and maybe 100pt in reinforcement pool. Link to comment Share on other sites More sharing options...
SpleenThief Posted November 22, 2016 Share Posted November 22, 2016 Ranged volume of fire and sniping characters. If kill the savage bigboss the double tap goes away. Link to comment Share on other sites More sharing options...
Dirty_Old_Grand_PA Posted November 25, 2016 Author Share Posted November 25, 2016 Has anyone used the hellcannon? Link to comment Share on other sites More sharing options...
kozokus Posted November 25, 2016 Share Posted November 25, 2016 Does the Balewind vortex work with the Gaunt summoner? Link to comment Share on other sites More sharing options...
Nico Posted November 25, 2016 Share Posted November 25, 2016 Yes. He is a hero and a Wizard. Link to comment Share on other sites More sharing options...
Spiky Norman Posted November 27, 2016 Share Posted November 27, 2016 On 25/11/2016 at 10:20 AM, Nico said: Yes. He is a hero and a Wizard. How does it work with the range increase from the vortex? Infernal Flames says you have to pick a unit within 18", which I presume is going to be 36" on the vortex. Then it says 'roll 1 dice for every model in the target unit that is within 18";...' Is that 18" range also increased? I presume so, but have anyone seen any clarification on it? Link to comment Share on other sites More sharing options...
kozokus Posted November 28, 2016 Share Posted November 28, 2016 14 hours ago, Spiky Norman said: How does it work with the range increase from the vortex? Infernal Flames says you have to pick a unit within 18", which I presume is going to be 36" on the vortex. Then it says 'roll 1 dice for every model in the target unit that is within 18";...' Is that 18" range also increased? I presume so, but have anyone seen any clarification on it? That was the point of my question. I suppose it does. But you ever know with some opponents. Link to comment Share on other sites More sharing options...
Terry Pike Posted December 2, 2016 Share Posted December 2, 2016 I asked this question to the Warhammer events team and it was confirmed that the range and effect of the spell both double to 36". So the first heat will be playing it this way for anyone wanting to kill a 40man savage orruk unit turn 1. Link to comment Share on other sites More sharing options...
Nico Posted December 2, 2016 Share Posted December 2, 2016 This seems to be one of the few hard counters. Even then, if they go first, you'll only kill half the unit (with inspiring presence). Plus you need to cast one spell on a 7 (with +1 from the familiar) and another spell with +2. It's a serious investment/risk. Link to comment Share on other sites More sharing options...
Tasman Posted December 5, 2016 Share Posted December 5, 2016 ^ I'll take those odds. Link to comment Share on other sites More sharing options...
SpleenThief Posted December 5, 2016 Share Posted December 5, 2016 Slannesh chariots and seekers may work, extremely fast so you can stay out of threat range and high volume of attacks to help burn through the high wound count with their low save. Sniping their leaders is your best bet. Link to comment Share on other sites More sharing options...
redbeardboss Posted December 6, 2016 Share Posted December 6, 2016 I think 3 plague wind mortars is always better than 1 catapult for the same price. I would only take the catapult in an all pestilens army or if ya just like it Link to comment Share on other sites More sharing options...
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